From: Brendan Pratt <bastard@o...>
Date: Fri, 18 Jul 1997 01:10:21 -0400
Subject: Legendary Captains
I've been thinking about possible rules for legendary captains or upgrading a ship's captain. (Original idea from Indy's B5 rules page). The following is the basic workings. Any comments appreciated. LEGENDARY CAPTAIN 25pts + 25pts/ability - Maximum of 1 captain per 1000pts or fleet. - Use of abilities must be noted in the orders for that turn. - All captains get +2 on ramming attempts IF his ship is on it's last damage row. - Only one ability can be used per turn. - Threshold checks are made as if the current damage row was filled. ABILITIES: Suicidal - The captain may attempt to ram at any time at +2. If he fails the ram attempt, his crew mutinies on a failed threshold check (captain is killed). Tactician - Once per battle, the captain can maneuver his vessel after all others WITHOUT requiring written movement orders for that turn. Engineer - All power is redirected to the engines (no firing). The ship doubles it's thrust for that turn only BUT must make 2 threshold checks for the N-Space Drives immediately after movement. Master Gunner - All power is redirected to the guns (no thrust). All beam batteries add +1 die this turn only. (ie. B-bat rolls 3 die, C-bat rolls 2 die). Roll guns separately, on ANY double, that gun is destoyed as if it had failed a threshold check. Defender - All power is redirected to the screens (no firing). NB: this has no effect if the ship has no available screens. The screens increase by one level for the turn. If they become Screen-4, then treat as a Reflex field with NO DAMAGE being reflected at the firer. All screens must make a threshold check at the end of the turn.